To scientifically enhance user perception in decision-making for designing interactive spaces in schools for children with intellectual disabilities, we propose an innovative design model that integrates the Kano model, Analytic Hierarchy Process (AHP), and Axiomatic Design (AD) theories based on user needs. Initially, multi-method research was used to gather the original user requirements which were then refined through data cleaning to establish the initial user needs. The Kano model was then employed to categorize these initial user needs. AHP was then used to construct a hierarchical analysis model for the interactive spaces in schools for children with intellectual disabilities, creating a judgment matrix to accurately calculate demand weight values at each level. Subsequently, AHP was used to select the most important demand items. The independence axiom of AD theory was used to achieve a “Z”-shaped mapping between the functional requirements (FRs) and design parameters (DPs) for the interactive spaces in schools for children with intellectual disabilities. This mapping was analyzed using a matrix approach to assess the design rationality and optimize solutions, thereby transforming user needs into design parameters. Finally, the design parameters were used to create interactive spaces through computer-aided design, and the resulting design plans were evaluated. Experimental results indicate that this design scheme effectively translates subjective concepts into specific design parameters through a qualitative and quantitative approach. This significantly enhances the user needs of interactive spaces in schools for children with intellectual disabilities and provides a scientific basis for the architectural design of these schools.
To improve the user perception of design decisions for living spaces in rural tourism-based elderly housing scientifically, a design approach is proposed from the perspective of user needs. This approach establishes an innovative model for the design of living spaces in rural tourism-based elderly housing by integrating the Kano model, the Analytic Hierarchy Process (AHP), and the Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS). Firstly, the KJ method is used to extract the raw user needs, and after data cleaning, the Kano model is applied to categorize the attributes of these initial needs. Subsequently, the AHP method is used to construct a hierarchical model of user needs, enabling the calculation of the weight values of needs across different levels. User needs with higher weight values are integrated to create the design, and three design schemes are proposed for comparative analysis. Finally, the TOPSIS method is used to comprehensively evaluate the three design schemes derived from the user needs items identified by the Kano model and AHP method, thereby validating the feasibility of each design scheme. Experimental results show that the user needs-driven living space, constructed using the Kano model, AHP method, and TOPSIS method, transforms subjective concepts into specific design parameters through both qualitative and quantitative methods. This approach not only effectively addresses user needs but also provides solid theoretical support for the design of living spaces in rural tourism-based elderly housing.
Urban community children’s play spaces play a crucial role in promoting both physical and mental health, significantly influencing children’s development and fostering a sense of belonging to the community. However, existing design practices often fail to adequately address the complex behavioral and emotional needs of children in these spaces. To overcome this gap, there is an urgent need for a system that can effectively respond to these complexities, thereby enhancing children’s play experiences and their attachment to the space. This study seeks to optimize the design of children’s play spaces in urban communities through a quantitative approach based on Exploratory Factor Analysis (EFA) and Structural Equation Modeling (SEM). First, multi-dimensional data concerning children’s physical environment, subjective perceptions, play behaviors, and satisfaction were gathered through field surveys and questionnaires. Reliability and validity assessments were conducted to ensure data quality. Subsequently, EFA was applied to perform dimensionality reduction and identify the underlying structure, resulting in the extraction of six key factors that influence children’s play experiences. Finally, SEM was utilized to construct a structural model, test hypotheses, and quantify the relationships between the identified dimensions. The results demonstrate that the EFA-SEM framework effectively transforms subjective concepts into actionable design parameters, meeting user needs and providing a solid scientific foundation for the design of children’s play spaces in urban communities.